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Input (part 1: devices)

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Input (part 1: devices) Where we are... Two largest aspects of building interactive systems: output and input Have looked at basics of output Now look at input Input ... – PowerPoint PPT presentation

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Title: Input (part 1: devices)


1
Input (part 1 devices)
2
Where we are...
  • Two largest aspects of building interactive
    systems output and input
  • Have looked at basics of output
  • Now look at input

3
Input
  • Generally, input is somewhat harder than output
  • Less uniformity, more of a moving target
  • More affected by human properties
  • Not as mature
  • Will start with low level (devices) and work up
    to higher level

4
Input devices
  • Keyboard
  • Ubiquitous, but somewhat boring
  • Quite mature design
  • QWERTY key layout
  • Where did it come from?

5
QWERTY key layout
  • Originally designed to spread out likely adjacent
    key presses to overcome jamming problem of very
    early mechanical typewriters
  • Often quoted as intentionally slowing down
    typing, but thats not true

6
QWERTY keyboard layout
  • Other layouts have been proposed
  • Dvorak is best known
  • Widely seen as better
  • Experimental and theoretical evidence casts doubt
    on this
  • Alternating hands of QWERTY are a win since
    fingers move in parallel

7
QWERTY keyboard layout
  • Whether or not Dvorak layout is better, it did
    not displace QWERTY
  • Lesson once there is sufficient critical mass
    for a standard it is nearly impossible to
    dislodge (even if there is an apparently good
    reason to do so)

8
Keyboards
  • Repetitive Stress Injury
  • First comes up here, mouse tends to be a little
    worse for most people
  • Take this seriously for yourself!
  • Can be a VERY bit deal
  • Biggest thing adjust your work environment (e.g.
    chair height)

9
Buttons
  • Similar to keyboard, but not for typing letters
    but for symbols
  • separate collection of keys with typically same
    form but different purpose
  • now see as function keys that come standard
    with keyboards
  • also show up on e.g., mouse

10
Buttons
  • Buttons often bound to particular commands
  • e.g., function keys
  • Improved quite a bit with labels
  • Software changeable labels would be ideal, but we
    dont typically get this

11
Valuators
  • Returns a single value in range
  • Major impl. alternatives
  • Potentiometer (variable resistor)
  • similar to typical volume control
  • Shaft encoders
  • sense incremental movements
  • Differences?

12
Valuator alternatives
  • Potentiometer
  • normally bounded range of physical movement
    (hence bounded range of input values)
  • Keeps residual position in device
  • Shaft encoder
  • Unbounded range of movement
  • No residual position in device

13
Locators (AKA pointing devices)
  • Returns a location (point)
  • two values in ranges
  • usually screen position
  • Examples
  • Mice (current defacto standard)
  • Track balls, joysticks, tablets, touch panels,
    etc.

14
Locators
  • Two major categories
  • Absolute vs. Relative locators

15
Absolute locators
  • One-to-one mapping from device movement to input
  • e.g., tablet
  • Faster
  • Easier to develop motor skills
  • Doesnt scale past fixed distances
  • bounded input range
  • less accurate (for same range of physical
    movement)

16
Relative locators
  • Maps movement into rate of change of input
  • e.g., joystick (or TrackPoint)

17
Relative locators
  • More accurate (for same range of movement)
  • Harder to develop motor skills
  • Not bounded (can handle infinite moves)

18
Q is a mouse a relative or absolute locator?
19
Q is a mouse a relative or absolute locator?
  • Answer No
  • Third major type Clutched absolute
  • Within a range its absolute
  • Can disengage movement (pick it up) to extend
    beyond range
  • picking up clutch mechanism

20
Clutched absolute locators
  • Very good compromise
  • Get one-to-one mapping when in range (easy to
    learn, fast, etc.)
  • Clutch gives some of benefits of a relative
    device (e.g., unbounded)
  • Trackballs also fall into this category

21
Device specifics joysticks
  • self centering
  • relative device
  • possible to have absolute joysticks, but scaling
    is bad

22
Joystick construction
  • Two potentiometers
  • x and y
  • resistance is a function of position

23
Joystick construction
  • Two potentiometers
  • x and y
  • resistance is a function of position

24
Joystick construction
  • TrackPoint (IBM technology)
  • uses strain gauge sensors
  • Also can be implemented with switches
  • one in each direction
  • Fixed speed of movement

25
Trackballs
  • (Typically large) ball which rolls over 2 wheels

26
Trackballs
  • Clutched absolute
  • but with small movement range
  • Infinite input range, etc.
  • Properties vary quite a bit
  • scaling of movements
  • mass of ball
  • high mass ball can act as a relative device by
    spinning it

27
Mouse
  • Clutched absolute
  • infinite range, etc.
  • How is it constructed?

28
Mouse
  • Clutched absolute
  • infinite range, etc.
  • How is it constructed?
  • Turn a trackball upside down

29
Mouse
  • Current dominant device
  • so much so that some people call any pointing
    device a mouse
  • overall a very good device

30
Mouse
  • Invented by Douglas Engelbart et al. 1967
  • http//sloan.stanford.edu/MouseSite/Archive/Augmen
    tingHumanIntellect62/Display1967.html

31
Touch panel
  • What kind of a device?

32
Touch panel
  • Absolute device
  • Possible to do input and output together in one
    place
  • actually point at things on the screen
  • Resolution limited by size of finger (digital
    input)
  • Or requires a pen

33
Touch panel construction
  • Membrane
  • resistive, fine wire mesh
  • Capacitive
  • Optical
  • finger breaks light beam
  • Surface acoustic waves

34
Drawing tablet
  • Absolute or relative?

35
Drawing tablet
  • Absolute device
  • Normally used with pen / stylus
  • Allows real drawing (try drawing with a mouse
    vs. a pen)
  • Can often trace over paper images

36
Construction of drawing tablet
  • Traditional (Rand) tablet
  • middle 60s
  • grid of wires (100 / inch)
  • each wire transmits binary of its coord
  • stylus picks up closest
  • Can also make pen transmitter and tablet receiver

37
Drawing tablet details
  • Typically have tip switch
  • May also have switch(es) on side of stylus
  • Can also support a puck with buttons
  • Best current devices can support multiple pens
    at the same time and sense rotation of a puck

38
Alternate Approaches to Tablets
  • Old acoustic (sort of a fun device)
  • stylus emits spark
  • strip microphones at edge of tablet
  • difference in arrival time of sound

39
Interesting device Virtual Ink Mimio
  • Updated acoustic tablet
  • recording whiteboard
  • ultrasonic chirps
  • 100dpi resolution over 8ft

40
3D locators
  • Can extend locators to 3 inputs
  • Some fun older devices
  • 3D acoustic tablet
  • Wand on reels
  • Multi-axis joystick

41
3D locators
  • Typical for VR use Polhemus
  • 6D device (x,y,z pitch, roll, yaw)
  • Magnetic sensing technology
  • Doesnt work well near metal
  • Doesnt work well near deflection coils of CRT

42
Light pen (a very old device)
  • A pick device
  • returns ID of an object on the screen (not a
    position)
  • For vector refresh displays
  • Vector refresh worked with small display list
    processor
  • Add register holding current obj ID
  • Photocell causes interrupt when beam passes (grab
    and return ID)

43
Light pen (a very old device)
  • Cant really do this anymore
  • on raster display light pen is just a locator
  • But its conceptually what we usually want for
    input what object the user is pointing at
  • We will simulate in SW (picking)

44
Lots of other devices
  • Still mostly KB mouse, but increasing diversity
  • Cameras!
  • Lots of untapped potential in vision
  • Microphones
  • speech as data
  • speech recognition

45
Lots of other devices
  • Any favorites?

46
Some interesting ones I know about
  • Thumb Wheel
  • DataGlove
  • Motion detectors (and other sensors)
  • Accelerometers
  • Fingerprint readers
  • RF tags (physical objects as tokens for
    data/action)
  • Sub-gram resolution scales

47
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